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Heroes Community > Heroes 7+ Altar of Wishes > Thread: mix and match creative contest
Thread: mix and match creative contest This thread is 15 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 · NEXT»
gvozdengrom
gvozdengrom


Known Hero
posted February 29, 2012 04:01 PM bonus applied by alcibiades on 11 Sep 2012.
Edited by gvozdengrom at 17:16, 31 Jan 2013.

mix and match creative contest

The idea behind this contest is to create factions following specific conditions that are chosen by mixing and matching options from predefined pools.
The way I've envisioned it is that we have 7-9 gods, goddesses and god-things, and the same number of main domains.
Than we have a much larger pool of subdomains, another one for personality traits, a fifth one for races and a final one for cultural inclinations, and whatever combination turns up must be faithfully followed.
Of course depending on the numbers in the 'secondary' pools, having more than one option taken from at least some of the pools is a possibility.
All the pools will be clearly displayed within this, first post, and as we go the used will be crossed out.
Now for mixing and matching, there are two possible options:
1) I choose the combinations by drawing papers with them out of the bowls for each round.
2) Only the first round is determined by the method of option 1), and each successive rounds winner chooses the next combination.

Final Choices are:

Divinity:male, nale, female, female, other, other, twin, twin, trinity
Main domain: wind, water, stone, fire, aether, mystery, combat, , balance
Secondary Domain: light, darkness, , order, honor, trickery, theft, love, animals, plants, knowledge, truth, nether, thunder, blood, crafting, home, loss, , joy, lore
Personality Traits: , thoughtful, vain, jealous, vengeful, cheerful, benign, nurturing, determined, , bountiful, demanding, serene, mischievous, mighty, wise, secretive, cold, suspicious, eager, spiteful, sly, ambitious, smug
Race: human, human, elf, elf, dwarf, gnome, demihuman, wildkin, beastman, lizardman, naga, birdfolk, , petrim, arboris, fey, undead, deathless, shaper, celestial, abyssal,
Culture: inquisitive, pious, greedy, intolerant, expansive, nomadic, barbaric, sophisticated, mystic, inventive, , violent, standoffish, agrarian, cast-organized, industrious, adaptive, patient

The official system is 3 core - 3 elite - 1 champion with alternate upgrades.

The winner of the first round (Female -Wind -Order -Joy -Vengeful -Wise -Wildkin -Inquisitive) is Jiriki9 with his excellent Temple. You can find the entry on the bottom of this page.
The winner of the second round (Female -Fire -Trickery -Truth -Mighty -Sly -Celestial -Violent) is gnomes2169 with his Celestials . The entry is sixteenth of the second page.
The winner of the third round (Twin -Mystery -Honor -Home -Benign -Demanding -Petrim -Sophisticated) is Jiriki9 with the Vault. The entry is eleventh on the page four.
The winner of the fourth round (Male -Water -Crafting -Animals -Smug -Mischievous -Elf -Industrious) is Jiriki9 with the Lagoon. The entry is fifth on the page seven.
The winner of the fifth round (Other -Stone -Darkness -Blood -Thoughtful -Secretive -Human -Cast-organized) is gnomes2169 with the Acolytes. The entry is twelfth on the page eight.
The winner of the sixth round (Male -Fate -Chaos -Sorrow -Proud -Protective -Orc -Mercantile) is Jiriki9 with The Ghro-Larh Syndicate. The entry is fourth on page twelve.
The winner of the seventh round (Other -Combat -Theft -Love -Cheerful -Spiteful -Gnome -Intolerant) is Jiriki9 With the Highlanders. The entry is eight on page thirteen.

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Jiriki9
Jiriki9


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posted February 29, 2012 04:08 PM
Edited by Jiriki9 at 16:20, 29 Feb 2012.

I'm definitely in. How are the pools created, however? And what exactly are domains in this context?

EDIT: IF I may make suggestions...
...for the race pool:
-obvious one should be humans, elves, dwarves, orcs.
-I would also like beastmen (which equals MANY different options, including lizardmen, minotaurs, Fauns/Satyrs, Nagae, etc.), Tree-/Plant-people, Half-Elves, Gnomes, Halflings and maybe Giants
-also in could be a Spirit race, A Stoneman/Golem Race (variations: crystalmen, sandmen, glassmen), a race of magical humanoids, Fairies, Mermaids or maybe Dragons as a creating race.
-undead is not really a race to me but should somehow be in (maybe through divinity/domain?)
-demons I would find not so great in this
...for the culture pool:
-seafaring, warfaring, mercantile, agricultural, religious/theocratic, scientific, industrial, expansive and diplomatical is a distribution that seems senseful to me. Maybe also an option "adaptive".

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gvozdengrom
gvozdengrom


Known Hero
posted February 29, 2012 04:35 PM

How am I not surprised at your involvement Jiriki9

Seriously I'm mostly waiting a couple of days to see the input before I abuse my privilege as the creator of this to unilaterally choose from that same input and what I want .
And who cares if they are not strictly a race, I'm not leaving Undead out
As for Dragons, I'm frankly more in mind to leave them as a possible creature, but not a specific race myself, but I will bow down to majority. Also I feel the need to point out that some leeway will exist with using races/species/creatures not specifically listed amongst the races pool, so long as they have sensible background reason for inclusion within the faction.

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Jiriki9
Jiriki9


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posted February 29, 2012 04:45 PM

Man, I think I waited YEARS now for someone else than me to open a contest again, so I can participate So, yeah, not so surprising

For the undead...the problem to me is..culture of undeads? Udneads WORSHIPPING someone? THey're bloody undeads, mindless and stuff. I think undeads could be implemented elsewise, so the main race for example be humans, but they have Main domain Necromancy, which bids to have undead troops...the only undead races I can see have a culture are ghosts, vampires, and Liches. ...unless one making Returners...

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gvozdengrom
gvozdengrom


Known Hero
posted February 29, 2012 04:56 PM

Ah, but you are blinded by your own prejudices
Who's to say that Undead have to BE mindless. You yourself have already named examples where that is not necessarily true. And by making undead themselves a race, does not mean Necromancers cannot be any race under the sky of this world we are creating. Bottomline - so long as it is written well enough, let's not be nit-picky

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Jiriki9
Jiriki9


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posted March 01, 2012 10:53 AM

Okay =D

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gvozdengrom
gvozdengrom


Known Hero
posted March 01, 2012 06:54 PM
Edited by gvozdengrom at 02:51, 06 Mar 2012.

Well, my present choices go thus:
Divinity: male, male, female, female, other, other, twin, trinity
Main domain: wind, water, stone, fire, aether, mystery, combat
Secondary Domain: light, darkness, chaos, order, honor, trickery, theft, love, animals, plants, knowledge, truth, nether, thunder,
Personality Traits: proud, thoughtful, vain, jealous, vengeful, cheerful, benign, nurturing, determined, protective, bountiful, demanding, serene, mischievous, mighty, wise, secretive, cold, suspicious, eager, spiteful,  
Race: human, human, elf, elf, dwarf, gnome, demihuman*, wildkin*, beastman*, lizardman, naga, birdfolk, orc, petrim*, arboris*, fey, undead, deathless*, shaper*, celestial, abyssal,
Culture: inquisitive, pious, greedy, intolerant, expansive, nomadic, barbaric, sophisticated, mystic, inventive, mercantile, violent, standoffish, agrarian, cast-organized,

some explanations about marked races: demihumans are supposed to be creatures that are clearly part hominid, part something else; wildkin are naturally intelligent animals, that can but don't have to be hominidae; beastman are mammaloid hominid beast people; petrim are race made of nonorganic tissue; arboris are plant people, deathless & shaper are blank races just write whatever interpretation the names associate you to.

The lists are still not complete, and liable to change, and input is welcome.

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Jiriki9
Jiriki9


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posted March 01, 2012 08:11 PM

I miss halflings and/or gnomes on the list (or did I jsut oversee them?) as well as maybe giants?! what are fey? (since elves allready there)

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gvozdengrom
gvozdengrom


Known Hero
posted March 01, 2012 10:47 PM

gnomes are on the list, right after dwarves.
As for halflings, sure I can chuck them in, but in my view, they are much better suited to be support unit/s to some other race, than being a race themselves.
Further, giants by themselves sound just a bit too overpowered for my tastes, but again, I'm ready to put them in if there is clear demand. I feel I must point out though, than some interpretations of giants (Ice, Rock) can be comfortably placed amongst petrim and others could be defined as demihuman.
Furthermore, remember that deathless and shaper are intentionally left blank, and I see no reason someone might not decide to make halflings and/or/whatever giants out of them.
As for Fey, I honestly have no idea. I was thinking along the lines of Fair Folk, but some might take them to be fairies, or some third variant on celestial/abyssal, or even just another kind of elves.
I'm trying to leave space here for individual creativity. As long as it is reasonably well thought out, and makes sense in at least somone's pow, I'm prepared to accept any interpretation given.

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gvozdengrom
gvozdengrom


Known Hero
posted March 05, 2012 09:27 PM
Edited by gvozdengrom at 02:45, 06 Mar 2012.

And The first round Of contest officially begins.
The first Combination is:

Female -Wind -Order -Joy -Vengeful -Wise -Wildkin -Inquisitive

OR The first faction is that of Inquisitive wildkin created/converted/worshiping wise but vengeful goddess of Wind, Order and Joy.

The first round will close on 9 pm CET of upcoming Saturday.

I fully intend to see this contest to the end, even if only Jiriki9 competes

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athas65
athas65


Known Hero
posted March 05, 2012 10:03 PM

look interesting,
but will be nice you could give some general guidelines for the faction creation, like what information is important or what system we should follow (7 tires, core-elite-champion, etc.) (if at all).

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gvozdengrom
gvozdengrom


Known Hero
posted March 05, 2012 10:16 PM

Follow whichever system suits you most.
I'll be honest here, I would prefer CEC, and no fewer than seven and no more than nine units, but if you have a particular desire to experiment, or try to think of something totally new and your own, it will be accepted without prejudice.

BUT... whatever the guidelines the first winner follows, WILL be set as standard for any future rounds.
This is the opening salvo, so to speak, and gives you the most freedom.

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athas65
athas65


Known Hero
posted March 05, 2012 11:14 PM

tnx,
I'll try my best, even through I won't be at home most of this week (I got some general idea for this faction)

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Jiriki9
Jiriki9


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posted March 05, 2012 11:20 PM
Edited by Jiriki9 at 23:22, 05 Mar 2012.

woah, I'll try to keep up expectations. Not sure if I can get a good faction down 'til friday, though, I must confess. But I'll try. A quesiton on the wildkins...by hominid animals do you mean something like this (the boar, the stag and the fox):

Or else, what?

EDIT: also, what abotu the personality traits, are they for the goddes or for the people?

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gnomes2169
gnomes2169


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Duke of the Glade
posted March 05, 2012 11:50 PM

This is interesting, so I think that I'll join. It'll take a while though... I have to think of something to write about.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Jiriki9
Jiriki9


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posted March 06, 2012 12:07 AM
Edited by Jiriki9 at 00:12, 06 Mar 2012.

another question: Would beasts as fgryffin and unicorn be usable as wildkin?

EDIT: And one last concern for today: (or yesterday, it's just 10 past midnight here)In the cultural aspects, I miss a "protective"/"Defensive" culture

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gvozdengrom
gvozdengrom


Known Hero
posted March 06, 2012 02:43 AM
Edited by gvozdengrom at 02:52, 06 Mar 2012.

Gah!
I give you their religion, I give you their baseline culture, and I give you their race, all the while maintaining that I want you to get as personally creative and imaginative as you can find capacity to be!
Joking aside, Jiriki9, on your first question:
Quote:
wildkin are naturally intelligent animals, that can but don't have to be hominidae
, so no. Those on the picture would be defined as beastmen. I do apologize for creating confusion by missing a typo.  It's been corrected, and I hope it helps. But to preclude any further confusion, hominidae stands for apes
second question:
Quote:
Inquisitive wildkin created/converted/worshiping wise but vengeful goddess of Wind, Order and Joy
, so they are about gods.
third:
both
Quote:
I feel the need to point out that some leeway will exist with using races/species/creatures not specifically listed amongst the races pool, so long as they have sensible background reason for inclusion within the faction.
, and if they are made to be intelligent, than yes they do fall under wildkin specifications.
fourth:
Yes, such cultural inclination certainly does make a lot of sense. Unfortunately, I missed it, and frankly so did you, and now I have no intention of changing the official lineup, so it will not appear. That does not mean you cannot personally incorporate it, so long as it does not clash in any way with the mandatory cultural inclination.

That out of the way, gnomes2169, athas65, wellcome aboard.
and in lieu of your comments, I'm officially moving the deadline to Saturday 9pm CET.

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Jiriki9
Jiriki9


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Altar Dweller
posted March 06, 2012 11:08 AM

ah, now I understand =) if that's what it means, nice =) I think I have  an idea foer a faction then. I can use several wildkin races as well, can I?! (I mean as equal races, so having, f.e. 3 wildkin races as main rayce, not jsut one)?

also, thanks for the moved deadline! =)

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Jiriki9
Jiriki9


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posted March 07, 2012 09:58 AM
Edited by Jiriki9 at 18:45, 12 Mar 2012.

Now, for a start. My town shall be...
The Temple

looks:
a temple like this in a surrounding like this...more or less.

Aka:  The Monkeys
Symbols: An Open Monkey Hand ("The Soundless Voice"),
Colour: Gold, Red and Green
Motto: "Everything stays in change."

Main Race: The Macqa (Intelligent, though speechless, Monkeys)
Worship: Teleshra of Breath, godess of wind, joy and order
Country: The jungled mountains of Vashnir
Capitol: "Maresh"

Line-Up:
Core:
-Wordless Warrior > Wordless Warden/Wordless Warmonger (flexible melee)
-Bushrider > Steeprider/Strongrider (fast melee)
-Treerunners > Leafdancers/Trunkfighters(ranged/melee)
Elite:
-Gryffin > Wild Gryffin/Clouddiver (Flexible Flyer)
-Bodhi > Bodhisatwa/Kalhi (Spellcaster)
-Elephant > Stormtusk/Erawan (Melee)
Champion:
-Phoenix > Lifebringer/Flameheart (Flyer)

Units

Wordless Warrior:
The Wordless are the strongest of the Macqa - and yet the most silent and, somehow, mysterious ones. A Number of legends weave around them: That they are no true Macqa; that they lost their speech by magic; that they could speak, but do so only one time in their live, swearing never to speak again...but beyond any legend and doubt is that they are proud and honorable warriors and valuable beyond measure for the whole Macqa people.
The Wordless Wardens are sworn protectors of the Temples and of Vashnir, valuing life and justice, strong and seemingly knowing. The Wordless Warmongers are a different kind. Strong-headed, merciless and violent they live for fighting and value only strength - yet they still serve the Macqa and their fierce strength has won many a battle which would else have been lost.

Strengths: A good average in most stats
Weaknesses: No exceeding stat
Changes to Wordless Warden: The stats change a bit toward the defensive side
Changes to Wordless Warmonger: The stats change toward the offensive side, with attack and damage going up, as well as movement

Abilities:
-Living [All]
-Wordless Honour [All] (All Wordless are honorable and once having set for a task, they are loyal beyond measure. You cannot make a wordless change sides, not by diplomacy nor by magic or by anything else)
-Bravery [All] (Negative morale has no effect on any wordless.)
-Wordless Vow [Wordless Warden] (Wordless Wardens have vown to protect the Macqa. Thus, they will defent any adjacent friendly stack of Bushriders, Wordless Warriors, Treerunners and Gurus, as well as their upgrades, Icnreasing their defense (for this attack) by their own, andtaking 50% of the damage onto itself.)
-Fearless [Wordless Warmonger] (Wordless Warmongers are immune to Fear effects.)

Bushrider:
The bushriders are courageous warriors as well as cunning scouts, swifts and maneuverable. They have the advantage over ordinary cavalry that they keep this maneuverability in Woods and similar terrain.
The Steepriders have switched their mount to a capricorn of the mountains, formidable in a different kind of terrain, and fiercer than their ordinary mount. The Strongriders yet have chose to mount the mighty eland, an antelope of great power, strength and pride.

Strengths: Fast Speed
Weaknesses: HP and defense are not good, damage is not awesome either
Changes to Steeprider: better Attack, Damage and Defense
Changes to Strongrider: most stats go up, especially HP; the maneuverability goes down, though

Abilities:
-Living, Mounted(Living) [All]
-Swiftriding [Bushrider] (Allows this unit to pass through friendly troops as well as some obstacles (undergrowth, woods, etc.) as if they were nonexistent. They cannot end there movement there, though. Also this unit takes only 50% penalties of battle movement by difficult terrain)
-Steepriding [Steeprider] (Allows this unit to pass through friendly troops as well as many obstacles (undergrowth, woods, stone etc.) as if they were nonexistent. They cannot end there movement there, though. Also this unit takes no penalties of battle movement by difficult terrain)
-Pride of the Eland [Strongrider] (All adjacent friendly Bushriders, Wordless Warriors, Treerunners and Gurus, as well as their upgrades gain +1 morale.)
-Rush to battle [Strongrider] (Strongriders gain +2 movement when attacking. That means they can attack two squares/hexes further than they can move)

Treerunner:
Treerunners are allways recruited from the Lightfood-Tribe, a very small, swift and dexterious Macqa Tribe. They are armed with their sharp Linqi, throwing discs which they use for warfare as for hunt.
The Leafdancers have perfectioned all of their battle skills, but especially their swiftness and their capability with the Linqi. Trunkfighters on the other hand deny the Linqi and prefer single-handed combat, using battle claws.

Strengths: Initiative, numerous
Weaknesses: HP, Defense and Damage
Changes to Leafdancer: Defense, Speed and Initiative go up
Changes to Trunkfighter: Attack and damage Go a good deal up. Ranged attack is lost, though!

Abilities:
-Living [All]
-Climbing [All] (This unit can move through most obstacles and over walls, as if they were passable tiles. They cannot stop on them, yet.)
-Shooting [Treerunner&Leafdancer] (Allows ranged attacks)
-Backward counter [Treerunner&Leafdancer] (When melee-attacked and still having a retaliation, this unit runs away from the attacker a few tiles and then performs a ranged attack as retaliation)
-No Melee Penalty [Treerunner] (This unit does no less damage in melee than in ranged combat)
-Dance of Leafs [Leafdancer] (When this unit has moved, and not attacked, it will range-attack the closest enemy - even if this enemy is adjacent!!! IF that the case, the enemy can not retaliate.)
-Cliffhanger [Trunkfighter] (This unit can stop on walls and obstacles and even attack from them. When attacking from an obstacle the enemy unit would deal only 50% damage on their retaliation.)

Gryffin:
The Gryffins are sacred children of Teleshra, and fierce and proud as well. Their colour is brown.
The Wild Gryffins are untamed, strong beasts of the mountains, black and dark grey of colour. Clouddivers are much smaller, but more agile as well, and as white as a dove, save for a grey, brown and golden pattern.

Strengths: Very Flexible, nice in many stats.
Weaknesses: No exceeding stats, not so numerous
Changes to Wild Gryffin: Damage and attack goes up
Changes to Clouddiver: Speed goes up, while HP goes down.

Abilities:
-Living, Flyer, Large Creature [All]
-Additional Retaliation [Gryffin, Wild Gryffin] (This unit has 2 retaliations per turn, instead of 1)
-Dive Attack [Gryffin, Clouddiver] (This unit can perform a dive attack, with rules as we know from H5)
-Unlimited Retaliation [Clouddiver] (This unit has an unlimited number of Retaliations)
-Skydive [Clouddiver] (When performing a dive attack, the enemy unit also looses their next turn.)
-Forced Retaliation [Wild Gryffin] (This unit can retaliate when normally enemy abilities/skills/Spells etc. would forbid it)
-Retribution [Wild Gryffin] (This unit gets a bonus on Attack when attacking an enemy which has attacked this unit before in the same battle)
-Untamed [Wild Gryffin] (You can not control a Wild Gryffin, they will act as they seem fit in battle, which most often means attack.)

Bodhi:
Bodhi are statues levitating above the ground, animated by spirits of good souls, it is said. They are most valuable in any battle, and worshipped by the Macqa as well.
The Bodhisatwa are a special kind of Bodhi, having reached a great enlightenment but sacrificing it by using it for the sake of the Macqa people. Kalhi are black Bodhi, having reached only dark enlightenments, knowing only of death and destruction. The many-armed statues are still respected by the Macqa, though, for they still help them in their battles.

Strengths: Nice Endurance for a support unit
Weaknesses: Slow and not at all strong in attack.
Changes to Bodhisatwa: Speed and Defense go up.
Changes to Kalhi: Speed, damage and attack go up.

Abilities:
-Animated, Flyer, Caster [All]
-Enlightened [Bodhisatwa] (The Enlightenment of the Bodhisatwa has an impact on the heroes commanding them as well. They gain more EXP in battle. How much depends on the number of Bodhisatwa in the stack)
-Blessing Touch [Bodhisatwa] (Activated Ability. When used, target friendly unit gets a random one of the following stats doubled for the remaining battle: Attack, Defense, Speed or Initiative. When used twice on the same creature, the first stat is restored and another one doubled.)
-Dark Touch [Kalhi] (Activated Ability. When used, target enemy gets a random one of the following stats halfed for the remaining battle: Attack, Defense, Speed or Initiative. When used twice on the same creature, the first stat is restored and another one halfed.)
-Fearsome [Kalhi] (Fear Effect. Any unit targeted in any way by a Kalhi, which isnm't immune to mind magic or fear, looses their next turn.)

Elephant:
Elephants are the kings of the jungle, or would be, weren't the Macqa blessed by Teleshra. The Macqa honour their strengths and use them in their battles often.
The Stormtusks are a special elephant breed, seen as envoys from Theleshra. The Erawans are a mysterious, intelligent and cunning kind of elephants. They have three heads, which makes them even more dangerous in battle.

Strengths: Great HP, Good Damage and Speed
Weaknesses: Not really one, except the high price and low number for an Elite
Changes to Stormtusk: Damage and Speed goes up, while HP go down.
Changes to Erawan: HP rise further.

Abilities:
-Living, Large Creature [All]
-Trample [All] (When small creatures stand in this creatures path, the elephants jsut trample over it, dealing a good deal of damage. This also concerns friendly units!!!)
-Ram [Stormtusks] (When stromtusks Attack in melee, the enemy unit is pushed away backwards half as far as the stormtusks moved. When the backward move is halted by any obstacle, including wall, other units and the end of the battlefield, the unit gets damage for every step they have not yet been thrown backwards)
-Three-Headed attack [Erawan] (This unit attacks all fields in its front.)
-Three-Minded [Erawan] (This unit has a chance of 66% to resist anything negative that concerns the mind, including fear, negative moral, etc.)

Phoenix:
The Phoenix is the holy bird, enlightening all, or so the Macqa belief. They also belief the phoenixes to be Teleshras firstborn children (the Macqa being her Fifthborn).
The Lifebringer can use their healing flames on others as well as on them. Where the Phoenix is flaming red and orange, the Lifebringer has nto only red, but also golden and white flames. The Flamehearts now are completely red, with yellow burning eyes.

Strengths: Good Speed, Nice HP, Nice damage
Weaknesses: Defense could be better, expensive
Changes to Lifebringer: Even Higher HP
Changes to Flameheart: Damage and Speed increases.

Abilities:
-Living, Flyer, Large Creature [All]
-Rise from the Ashes [All] (After a battle which you won, all phoenixes you lost in the battle are ressurrected)
-Flaming Feathers [Phoenix&Lifebringer] (Any phoenix gets only 50% damage from Fire)
-Flaming Attack [Phoenix&Flameheart] (Attacks by this unit deal 50% of their damage as fire damage)
-Flames of Life [Lifebringer] (Activated Ability. A stack of Lifebringers can sacrifice some of their number, to ressurrect friendly living units. The number of sacrified Lifebringers determines the number of HPs restored. "Rise from the Ashes" does not ressurrect Lifebringers lost by this ability.
-Blazing Feathers [Flameheart] (Immunity to any fire damage)
-Rebirth [Flameheart] (When a stack of flamehearts completely dies, it is immediately completely ressurrected. Then, however, "Rise from the Ashes" no longer is effective for this battle.)

Hero Classes:

Note: I would not use reputation system, so no blood/tear classes.

Might Class: Sultans
Sultans are the Worldly leaders of the Macqa, seeking to defend their culture and carry it out to others - as well as enhancing their own influence.

Magic Class: Monks
The Monks are the spiritual leaders of the Macqa. They have strong magical powers and are usually also intelligent and knowing. Their goal is to Teach, yet also to Learn.

Background:

The Macqa:
The Macqa are the main race of this factions. They are a proud race of intelligent monkeys. Their origins partly lie in mystery, but they swear that their goddes gave them their intelligence and, with it, the ability to shape the world to her will.
The Macqa do not communicate with spoken words, yet they do speak - with their hands. They have a complex language of gestures. Also, when communicating with each other, their mimic can say very much. Since about three centuries, they also have the blessed gift of written language, which has helped them quite a lot.
The Macqa are a curious people, allways wanting to find things, to know things. About the highest thing they strive for is enlightenment, which also is the highest stage of knowing, even beyond wisdome. Worldly, they are studying the world around them: Living beings, other cultures, the movement of the stars or the history of the world - whatever it be, the Macqa desire to KNOW it!

Religion:
The Macqa, as mentioned, worship Teleshra of Breath, godess of wind, order and joy. A main aspect of their belief is that Teleshra has 10 children races: Her firstborn are the Phoenixes, her Secondborn are the Stars, her Thirdbirn are the Four Winds, her Fourthborn are the Gryffins, her Fifthborn are the Macqa, her Sixthborn are the (lesser) Birds, her Seventhborn are the Butterflies, her Eigthborn are a lost race now, but from them descend the Elephants, Antelopes and other hooved animals, her Ninthborn were the Nightfangs, from which all cats descend and her Tenthborn were the Bees. All other beings are not born from Teleshra and thus, considered lesser beings by the Macqa. The Macqa do not mean that in a disdainful way, more in a pitying one - especially towards the other "cultured" races, since they have to prosper in the dim light of lesser gods. They do not refuse to take knowledge and wisdome from those "lesser" folk, either.
Concerning their godess herself, Teleshra is believed to be a wise (or, as Macqa would say: Enlightened) godess, which is a chief aspect of her that is worshipped and in whcih the Macqa people strife to be great. However, she is also said to be vengeful and that has reflections in the Macqa Society and Relgion as well. At the turning of the Aeon of Weeping and the Aeon of Exploration the otehr cultures had to learn that the hard way. It also shows in smaller aspects than full-scale wars. The punishments in the Macqa religion, for example, how peacefull it may seem, are hard, and often even violent. There are quite some Macqa who miss a hand or an eye, which was taken for crimes, and also some are roaming the world as exiles, forever shunned from their homelands. The Macqa may be slow and careful in convictions - but they are even slower and more careful in pardons.

History:
The origin of the Macqa lies in the shroud of Mystery. However, they themselves divide the QWorld sicne they are in it into six AEONS:
First came the Aeon of Breath, where Teleshra and the other, lesser gods, created the world and its beings. This can be considered as belonging to religion, but the Macqa belief it is a true period of history. Second came the Aeon of Silence where the  Macqa had not yet begun to travel the paths of knowledge and did know no language. Third came the Aeon of Voice, the time in which the first Macqa learned the word, supposedly from their goddess (though other ignorant races claim some foreign race called "elfs" may have taught the Macqa to talk with their hands) and the first Settlements were built. Fourth came the Aeon of Glory, in which the Macqa settlements were united, old wars laid down, and the Macwa travelled further and further up the ladder of knowledge. Fifth came the Aeon of Weeping, when other folks invaded the Macqa homelands and slew many, until the Macqa gained the help of the Phoenixes and were able to drow them back, as well as make the naked folks (humans, etc.) realize the Macqa were not jsut mindless beasts. Finally came the Sixth Aeon, the Aeon of Exploration, where their curiosity led the Macqa to get to learn mroe about the world. It was also a time of diplomacy with their former enemies - or it is, since this Aeon still lasts on, as it has for almost Four Centuries now. But the Monks say, that this time may be over soon and a new Aeon may rise, and which this one will be, only itme can show.

Architecture:
The architecture mostly resembles the Indian-Buddistic and -Hinduistic architecture.

EDIT: So, changed a lot.Most, to be honest. Some things are kept, yet Still in work, normally, but no more time nor energy :/

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gvozdengrom
gvozdengrom


Known Hero
posted March 07, 2012 12:59 PM
Edited by gvozdengrom at 12:56, 08 Mar 2012.

NO We are most certainly not bound to Ashan. Not even by association.
As a matter of fact I'm toying with the idea that when we finish with factions, we go next into some world/history building. Nagas however are firmly out. They are within the races, and thus can only be used if they are picked as the race of the round.

Some brief faction bio/history is required, and at least one sentence description of the unit and it's purpose in the order of battle.

BTW, Jiriki9, are you sure about Aerie, and heavy use of birds? I'm not complaining or naysaying or anything like that, but there is a distinct possibility that birdfolk could crop up as the race for one of the next factions...
But again, that is just an observation, I maintain that you have the freedom to develop faction however you so desire, so long as it fits.

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